This mod adds 5 brand new tiers of Exoskeletons that will allow you to, well, go fast, faster, absolutely fast, insanely fast... Just a quick note before playing with this mod: pay attention to how many Exoskeletons you have in the grid, you won't need many of them, I promise. Otherwise, why would they cost so much?
Have you ever wanted an assembling machine that can finish a speed module 3 in less than a minute? Or more than a productivity module 3? This mod adds them! 8 New marks of assembling machines and 2 new ones for each modules can revolutionize your base and allow you to product thousands of cables, gear wheels and other simple craftings in a small space. Not enough, well...there are new tiers for furnaces too. If I tell you that only 1 assembly machine mk11 with 7 speed module 5 can finish 24000 products in 1 minute, what will you do? This mod, as the other FactorioPlus (FP) ones, is compatible with Bob's mods.
This mod adds many new types of alloys, ordered by their prerequisites in "types": there'll be so many alloys that steel will be nothing compared to them. Also this mod adds new, powerful marks of the vanilla lab and lots of new science packs for research technologies like Automation 11 or Advanced Electronics 6 and entire new tech threes that needs only to be discovered. For allow you to play my mods in your modpacks, this mod is compatible with Bob's ones. For a better gameplay with this mod, see the bottom of this mod page.
Provides smelting recipes for the ores added with Dp77's FactorioPlus: Ores, but not only! This mod will add a new, more complex and dynamic way to play this game: many craftings for obtain my ores and their related things will be different from the vanilla game, also the vanilla tech three will be re-edited from the bottom for a better integration and some ores will require unique processings thought only for them. This mod is also compatible with Bob's ones and RSO.
This mod adds 8 new tiers of logistic, each one with its belt, underground belt, splitter and inserter (with its filter version) And 2 new tiers of robotics: Advanced and Express. This mod, associated with Bob logistics, adds 6 logistics, from mk6 to mk11. (Now FULLY compatible).
This mod adds some new tiers of burner mining drill, lots of new tiers of electric mining drill, and new quarries: very hard to craft, but very powerful and useful. They can mine ores and fluids where you want (and you can use the cheaper one, for example, for create ores and use them instantly for create explosives or grenades). (Compatible with Quarry and Bobs Mod)
This is the base of my FP mods: it adds 24 new ores in the game, with wich you'll be able to create plates, circuits, gear wheels and cables for craft new powerful machines and tiers of the vanilla ones. This mod is also compatible with Bob and RSO ones, for a better gameplay with your modpacks. Hope you'll enjoy!
This mod changes the normal way to produce circuits in a more complex and interesting one, using new liquids like lithium and adding a new powerful circuit called control unit (that will be used from "FactorioPlus: Machines" for craft, for example, the assembling machine mk11 ); it also splits the vanilla green/red/blue circuit in 3 different versions: from the easier to the harder. This mod is also compatible with Bob's ones if you want to play them together.
Inspired from the other Bio-mods, this one adds a new greenhouse and 4 new futuristic bio-labs for produce enormous quantities of wood that'll be requested from Dp77's FactorioPlus (FP): Electronics or from any other mod. This mod is compatible, i think, with anything (tell me if i'm wrong).
Adds 5 brand new tiers of electric mining drills with their relative techs and an useful base-production buff that can be stacked with the vanilla mining-production research. You can decide to directly craft a tier of mining drills or upgrade the previous one.